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🧵 Untitled Thread

Anonymous No. 945006

https://www.gamesindustry.biz/unity-lays-off-hundreds-more-closing-half-of-offices
Lol
lmao

Anonymous No. 945008

>>945006
we all know the kind of people they're firing

Anonymous No. 945010

>>945006
It doesnt mean anything. Unity is still strong. 99.9999999% of games made with unreal perform absolutely horribly. Remember that Jedi Survivor disaster?

Games that perform really well and look just as good are on custom engines like RE Engine.

Anonymous No. 945017

>>945010
>Games that perform really well and look just as good are on custom engines like RE Engine.
wow its almost like custom engines don't have bloat shit and can run well on low end hardware

Anonymous No. 945024

>>945017
No, unreal engine is just that horrible and additionally jedi survivor looks horrible

Anonymous No. 945032

>>945006
Unitrannies BTFO. You just cant compete with Unreal 5

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Anonymous No. 945033

>>945032
cope more you ugly chudcel

Anonymous No. 946776

Is unity ever going to fully implement ziva so I can natively simulate tissue without using Maya??

Anonymous No. 946784

>>946776
Forget about ziva my bro

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Anonymous No. 946786

>Unreal is taking over the AAA devs
>Godot is taking over the indies

Seriously what market does unity has now?

Pajeet mobile scams?
Chink mobile gachas?

Anonymous No. 946794

>>946786
Unity rn is only popular because it is popular, you can get a lot more support from the community than for godot and that's a value in itself. Not really a recipe for long term success tho

Anonymous No. 946798

It's over.

Anonymous No. 946800

>>946794
Did godot update their fucking garbage documentation yet? That might make me actually use it.

Anonymous No. 946811

>>945010
Unity on the high end perform like absolute ass too. Using URP or HDRP. But the legacy engine and esp the deffered path is able to do amazing things at silky frame rates. Deffered was abandoned all too soon by unity to chase the high fidelity dragon, useless to almost any studio that would use unity in the first place since you need to be AAA or at least AA to create production assets for something that warrant such render-tech.

At the core unity has so many qualities but it's so mismanaged and scatterbrained in terms of how they focus their effort at improving it.

Anonymous No. 946814

>>946786
godot seems like one of those hobbyist traps *cough* blender *cough* where dreams go to die.

🗑️ Anonymous No. 946815

unity is partnering with apple for xros or whatever it's gonna be called while unreal is left in the cold cuz of the shit they pulled with fortnite. oops.

Anonymous No. 946821

You people don't understand why we use Unity.

It's much much much faster than everything else in turnaround time and iteration, period. It gives you at the very least Half Life Alyx level graphics. Its performant.

Unreal engine in any form is an a-b-o-m-i-n-a-t-i-o-n in comparison to the above points.

Anonymous No. 946823

>>946821
i had hope that unreal engine would finally support a modern language, but instead of adding rust or kotlin or anything like that, they rolled their own goofy functional language that's like something straight out of academia circa 1990. unreal engine is awful.

🗑️ Anonymous No. 946884

>try to remake videogame fx in vfx graph
>its so limited, can't even pull off simple effects from blizzard games

what's the right move in this shituation? Do a shit ton of scripting and chaining together multiple vfx graphs? Is unrealshit better?

Anonymous No. 946914

>>946786
>Godot has its own built-in scripting language, GDScript, a high-level, dynamically typed programming language which is syntactically similar to Python.
>has its own language
yeah fuck that shit

Anonymous No. 946917

>>946914
>He doesn't know

Anonymous No. 946978

>>946821
>>946823
Why does C++ filter troons and zoomers so well?

Anonymous No. 946979

>>946978
You shouldnt have to recompile your entire engine many many times a day to see minor changes. Nobody is getting filtered, unreal is just designed very poorly

Anonymous No. 946981

>>946979
Decent programmers don't need to compile every 5 seconds to make sure their code works. You especially don't need to compile often when you have Blueprint which is supposed to take care of high level structure, values, etc.

Why are you compiling many many times a day? Sounds to me like the issue is with you.

Anonymous No. 946984

>>945010
You are an idiot. Go and learn how engines work.

Anonymous No. 946989

>>946981
blueprints fucking suck. it's literally spaghetti code. and c++ is legacy tech. no one today would ever start a new project using c++ by choice.

Anonymous No. 947035

>>946981
This is why every single unreal game runs absolutely horribly. Veterans with decades in the industry in AAA are all saying the same thing

>Blueprints
Get the fuck out of here

Anonymous No. 947041

>>946978
Memory management has filtered people since the dawn of time.

Anonymous No. 947043

>>946989
You know nothing about programming.

Anonymous No. 947052

>>945008
explain

Anonymous No. 947053

Will Godot kill them?

Anonymous No. 947055

>>947053
Godot? Nah. Their CEO is already hard at work sabotaging the company, so no need for outside help.

🗑️ Anonymous No. 947059

>>947043
i know more about programming than you do.

🗑️ Anonymous No. 947066

>>947041
ue has it's own memory management macros which you would know if you had actually done any programming in unreal. that said, manual memory management has "filtered" people because it's an inherently fragile way to go about software development. even epic games knows c++ is a stinker or they wouldn't have developed that new language. too bad they let a bunch of cs professors and other academic dickheads indulge their most impractical flights of fancy resulting in a fresh new stinker.

>Memory issues in software comprise a large portion of the exploitable vulnerabilities in existence. NSA advises organizations to consider making a strategic shift from programming languages that provide little or no inherent memory protection, such as C/C++, to a memory safe language when possible. Some examples of memory safe languages are C#, Go, Java, Ruby™, and Swift®.
>https://media.defense.gov/2022/Nov/10/2003112742/-1/-1/0/CSI_SOFTWARE_MEMORY_SAFETY.PDF

Anonymous No. 947068

>>947043
Not an argument, everybody knows unreal is slow and awful to work with with bad performance.

Anonymous No. 947069

>>946978
>>947043
>https://media.defense.gov/2022/Nov/10/2003112742/-1/-1/0/CSI_SOFTWARE_MEMORY_SAFETY.PDF

Anonymous No. 947076

>>947055
What'd he do?

Anonymous No. 947106

>>947068
Yeah I know it’s not an argument. I don’t really care about Unreal, I just saw you say something stupid and felt the need to tell you that you don’t know what you’re talking about. New projects are being made in C++ for all types of things.

>>947069
You can use a high or mid-level language for a game if you want, and for most games it works just fine, especially since the simplicity of the language lends to quick development times. If you want to make a complex game that needs to do a lot of calculations, the performance of high and mid-level languages leaves a lot to be desired and the security sacrifice of using a low-level language can be worth it, especially for single-player games or games with good server security. A good example is a game like Minecraft, which runs fine being made with Java, but its graphical style is very simplistic and the game can start to crap itself if you set your render distance too far and have a bunch or redstone machinery running.

Anonymous No. 947184

>>946989
> no one today would ever start a new project using c++ by choice
all optimized games are c++, brainlet

Anonymous No. 947186

>>947184
C

Anonymous No. 947210

unreal engine is trash, i've gotten really far with my game working for 2 years in unreal. at first i had a massive blast using megscans and stuff. but i very soon realized that the engine runs like absolute shit and no amount of setting tweaking or draw call batching or overdraw fixing or whatever you can optimize will solve the problems. that engine just does infinite amount of things behind your back. maybe it scales better, i dunno, but when the bottomline is 50 fps for a kinda empty scene, then i dont profit from it "scaling well".
meanwhile in unity i can render massive and i mean MASSIVE amounts of foliage and still get over 200 fps.

Anonymous No. 947211

>>947210
Are you using URP or HDRP?

Anonymous No. 947212

>>947211
built-in. i hate deferred rendering and TAA shit.
i love msaa. also you can use AlphaToCoverage in unity shaders to get msaa on alpha cutout foliage which looks incredible and is very performant.
reject modernity.

Anonymous No. 947213

>>947212
With built in you cant use VFX graph so its really legacy at this point.

You also cant do vulkan with BIRP nor true HDR rendering so its going to look outdated

Anonymous No. 947214

>>947213
i dont care i just want performance. i'm not gonna make one of those empty desert games to cope with the renderer not being able to handle tons of foliage. i'm also just hate TAA with pure passion so i just can't.

Anonymous No. 947215

>>947214
after using vfx graph i could never go back to shuriyuken, its that much worse

Anonymous No. 947242

>>946981
Good, bugless code is build over small iteration. You won't find bugs as easy if you build a big system and test it later. I won't use BP tho, I'm good right now using Angelscript for UE. Hopefully Verse will come soon.

🗑️ Anonymous No. 947624

>unity stocks jumps 20% after apple keynote
told you bros

Anonymous No. 948720

>>946821
Well in reality it was more that they had the best value offering for a long time and now they're cutting into that with a) new stuff has POOR documentation, b) DOTS team is either partially or fully gone and c) Godot promising to be the free no-royalty less-cost alternative to it down the road.
Still probably better right now but i'm not optimistic about the future. Remember that Unity has never actually been profitable, relying mainly on investor hype, and according to their financial filings over 2/3rds of their income is from advertising money not from the actual game engine.
>>946914
You can pretty much do everything in it in C++ through GDNative and as long as you stick to the stuff that the scripting lang supports you get hot reload.

Anonymous No. 948739

>>945006
why would anyone favor unity over unreal in the first place? I grew up with unrealEd2.0 (1999), so I never truly gave unity a chance, but what does it have that UE doesn't? even if you theoretically ended up making millions the fee would be negligible and probably even still be cheaper when you factor in higher demand due to better graphics and smoother development due to more well-developed environment.

UE has way too much bloat, but other than that?

Anonymous No. 949558

>https://blog.unity.com/engine-platform/introducing-unity-muse-and-unity-sentis-ai
oh shiii

Anonymous No. 949560

>>949558
Holy fuckin shit

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Anonymous No. 949850

>>946978
i am simply unwilling to write header files in the year of our lord god damn fucking 2023. if refusing unnecessary grugework means being filtered then i guess im filtered

Anonymous No. 949885

>>949850
exactly. once you get used to working in modern languages, going back to c++ is just a big "no".

Anonymous No. 949886

>>949885
Have chatgpt generate your headers in 2 seconds

Anonymous No. 949902

>>947055
Godot is FOSS so, why we should care?

🗑️ Anonymous No. 949914

>>949902
if they're foss why did they take money from a vc? only a matter of time before they enshittify it now.

Anonymous No. 949918

>>949850
wait is that Casey and Jon Blow? That's amazing kek

Anonymous No. 949923

>>948739
better graphics? its all just a scam. Fortnite graphics its what unreal engine is really capable. Its not that it have some incredible rendering magic that can make things other engines dont. Unity has the hd render pipeline too, look at games like The Forest

And all the scams like Nanite and Lumen everyone brags about, do you understand that they are just new bleeding edge algoritms that are absolutly no production ready and they are impossible to implement or very hard?

Anonymous No. 949932

>>949923
Why did I produce so many Nanite models for various AA and AAA clients in the past year then, if they're not production ready? Are all of my clients retarded lol?

Anonymous No. 949935

>>949932
ok i say then that its just a lot of work then. Men that work a lot for little money Its not sexy for women

imagine a woman asking you what you are doing for a living and you answer "i implement Nanite on these projects that no one heard about"

Anonymous No. 950668

So should I focus at Unity or Unreal rn? Got some experience with both due to college but I want to focus on one, get some grinding at coding, 3D and VFX and do some gamejam shit for portfolio focus.
I can do 3D well enough and I'm decently not stupid to do small projects alone. And I mean small.

Anonymous No. 950673

>>947052
nta but if it's following the trends of any of these other tech companies than it's all women and pajeets getting chopped.
>>950668
If you want to be the game engine specialist that someone hires for their project than I guess go with Unreal.
>get some grinding at coding
Just pretend like you're a software dev until you reach the point where gamedev seems easy to you. Neither of these game engines are a good way to learn programming.
If you're dead set on gamedev then try a framework like Raylib and see what you can actually do.